irrlicht/source/Irrlicht/CCubeSceneNode.cpp

175 lines
5.1 KiB
C++

// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CCubeSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "S3DVertex.h"
#include "SMeshBuffer.h"
#include "os.h"
namespace irr
{
namespace scene
{
/*
011 111
/6,8------/5 y
/ | / | ^ z
/ | / | | /
010 3,9-------2 | |/
| 7- - -10,4 101 *---->x
| / | /
|/ | /
0------11,1/
000 100
*/
//! constructor
CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
s32 id, const core::vector3df& position,
const core::vector3df& rotation, const core::vector3df& scale)
: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Size(size)
{
#ifdef _DEBUG
setDebugName("CCubeSceneNode");
#endif
const u16 u[36] = { 0,2,1, 0,3,2, 1,5,4, 1,2,5, 4,6,7, 4,5,6,
7,3,0, 7,6,3, 9,5,2, 9,8,5, 0,11,10, 0,10,7};
SMeshBuffer* buf = new SMeshBuffer();
Mesh.addMeshBuffer(buf);
buf->Indices.set_used(36);
for (u32 i=0; i<36; ++i)
buf->Indices[i] = u[i];
buf->drop();
setSize();
}
void CCubeSceneNode::setSize()
{
// we are creating the cube mesh here.
// nicer texture mapping sent in by Dr Andros C Bragianos
// .. and then improved by jox.
video::SColor clr(255,255,255,255);
SMeshBuffer* buf = (SMeshBuffer*)Mesh.getMeshBuffer(0);
buf->Vertices.reallocate(12);
// Start setting vertices from index 0 to deal with this method being called multiple times.
buf->Vertices.set_used(0);
buf->Vertices.push_back(video::S3DVertex(0,0,0, -1,-1,-1, clr, 0, 1));
buf->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 1, 1));
buf->Vertices.push_back(video::S3DVertex(1,1,0, 1, 1,-1, clr, 1, 0));
buf->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 0, 0));
buf->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 0, 1));
buf->Vertices.push_back(video::S3DVertex(1,1,1, 1, 1, 1, clr, 0, 0));
buf->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 1, 0));
buf->Vertices.push_back(video::S3DVertex(0,0,1, -1,-1, 1, clr, 1, 1));
buf->Vertices.push_back(video::S3DVertex(0,1,1, -1, 1, 1, clr, 0, 1));
buf->Vertices.push_back(video::S3DVertex(0,1,0, -1, 1,-1, clr, 1, 1));
buf->Vertices.push_back(video::S3DVertex(1,0,1, 1,-1, 1, clr, 1, 0));
buf->Vertices.push_back(video::S3DVertex(1,0,0, 1,-1,-1, clr, 0, 0));
buf->BoundingBox.reset(0,0,0);
for (u32 i=0; i<12; ++i)
{
buf->Vertices[i].Pos -= core::vector3df(0.5f, 0.5f, 0.5f);
buf->Vertices[i].Pos *= Size;
buf->BoundingBox.addInternalPoint(buf->Vertices[i].Pos);
}
}
//! renders the node.
void CCubeSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(Mesh.getMeshBuffer(0)->getMaterial());
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->drawMeshBuffer(Mesh.getMeshBuffer(0));
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CCubeSceneNode::getBoundingBox() const
{
return Mesh.getMeshBuffer(0)->getBoundingBox();
}
void CCubeSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this);
ISceneNode::OnRegisterSceneNode();
}
//! returns the material based on the zero based index i. To get the amount
//! of materials used by this scene node, use getMaterialCount().
//! This function is needed for inserting the node into the scene hirachy on a
//! optimal position for minimizing renderstate changes, but can also be used
//! to directly modify the material of a scene node.
video::SMaterial& CCubeSceneNode::getMaterial(u32 i)
{
return Mesh.getMeshBuffer(0)->getMaterial();
}
//! returns amount of materials used by this scene node.
u32 CCubeSceneNode::getMaterialCount() const
{
return 1;
}
//! Writes attributes of the scene node.
void CCubeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
ISceneNode::serializeAttributes(out, options);
out->addFloat("Size", Size);
}
//! Reads attributes of the scene node.
void CCubeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Size = in->getAttributeAsFloat("Size");
Size = core::max_(Size, 0.0001f);
setSize();
ISceneNode::deserializeAttributes(in, options);
}
//! Creates a clone of this scene node and its children.
ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
if (!newParent) newParent = Parent;
if (!newManager) newManager = SceneManager;
CCubeSceneNode* nb = new CCubeSceneNode(Size, newParent,
newManager, ID, RelativeTranslation);
nb->cloneMembers(this, newManager);
nb->getMaterial(0) = getMaterial(0);
nb->drop();
return nb;
}
} // end namespace scene
} // end namespace irr